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Clockwork Assassin

Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can disguise themselves, upon close inspection, they're plainly artificial, with just a single eye and weapons integrated into their arms.

Recall Knowledge - Construct (Arcana, Crafting): DC 33

Clockwork AssassinCreature 13

UncommonNMediumClockworkConstructMindless
Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 82
Perception +23; darkvision, smoke vision
Skills Acrobatics +29, Athletics +25, Stealth +27
Str +6, Dex +8, Con +4, Int -5, Wis +0, Cha -5
Integrated Launcher A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.
Smoke Vision The clockwork assassin ignores the concealed condition from smoke.
Wind-Up For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.

The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).

A creature can attempt a DC 31 Thievery check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.
AC 34; Fort +23, Ref +29, Will +19
HP 230; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 10 (except adamantine or orichalcum); Weaknesses electricity 15, orichalcum 15
Attack of Opportunity ReactionReaction
Speed 30 feet, climb 20 feet
Melee Single ActionSingle Action rapier hand +27 [+22/+17] (deadly d8, disarm, finesse, magical), Damage 3d6+12 piercing plus unbalancing blowRanged Single ActionSingle Action spinning blade +27 [+23/+19] (agile, deadly d10, magical, range increment 120 feet), Damage 2d10+9 slashingRapid Repair (manipulate) The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5).Smoke Bomb Launcher Single ActionSingle Action (manipulate) The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot burst within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.Sneak Attack The clockwork assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures.Unbalancing Blow Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn.

Sidebar - Advice and Rules Assassin Augmentations

Clockwork assassins can feature a variety of abilities and mechanisms to better complete their assigned tasks. Assassins expecting to face large groups of enemies have integrated weapons that target multiple foes at once. Other assassins have magical integration, allowing them to cast useful spells.